180º (One eighty)
Half rotation of the deck and rider.
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360º (Three sixty)
Full rotation of the deck and rider. Many riders call the three sixty simply a “three”.
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Airwalk
The rider’s legs are kicked out in a scissor-kick motion and then reversed while in the air. When done correctly it looks like the rider is walking in the air.
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Backflip
A backward somersault.
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Backside Boardslide
The rider turns his back towards the rail and grinds with the middle of the deck.
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Barspin
Rotation of the handlebar around its own axis.
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Bartwist
The rider spins the handlebars one rotation while gripping them with one hand.
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Benihana
The rider takes their back foot off and grabs the back of the deck.
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Boneless
Like a bunny hop, but one foot pushes off the ground to spin the scooter into the air. Or simply, an air initiated by a foot plant.
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Briflip
The rotation of the scooter around its vertical axis. The handlebar is the center of the rotation – both hands remain on the handlebar.
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Bunnyhop
A simple jump with both feet remaining on the deck.
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Condor Air
The rider grabs the front wheel with both hands.
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Coping
Metal pipe at the edge of quarterpipes, grind boxes, and other skate park obstacles.
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Deck
The plate on which the feet stand.
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Disaster
The rider turns 180 degrees and lands with the deck facing transition on the coping.
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Extension
Some half pipes have an extension, an elevated section that provides additional momentum at the beginning of the ride.
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Feeble Grind
The front wheel rides along the top of the grind surface.
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Fingerwhip
A tail whip where the deck is being moved with the fingers.
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Flair
A backflip that is combined with a 180° while jumping out of a quarter pipe.
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Flat Bottom
The transition in modern half pipes is divided into two halves and connected by a horizontal section called the flat bottom.
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Foot Jam
The rider wedges their front foot between the fork and deck to balance on the front wheel.
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Footplant
The rider jumps, out of a quarter pipe, for example, and braces himself with one leg on the coping. The other foot remains on the deck.
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Footplant Tailwhip
After a footplant a tail whip is done during takeoff.
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Front Scooterflip
The deck is turned backwards so that it makes a loop. One hand is taken off the handlebar.
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Front Wheel Grab
The front wheel is grasped during the jump.
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Frontflip
A forward somersault.
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Fullwhip
The rider does both a tailwhip and a barspin at the same time.
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Halfpipe
A construction made out of concrete, wood, metal, or snow with the shape of a pipe cut in half lengthwise.
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Heelwhip
The deck is rotated one full spin in the opposite direction of a tailwhip.
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Hip
Two quarterpipes placed at a 90 degree angle.
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Hurricane
The rider grinds in a board slide and turns the deck in reverse.
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Lipslide
The rider brings the backwheel of the scooter over the rail to enter the grind.
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Manual
A trick where the rider only rides on the back wheel.
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No Footer
A jump where the feet do not touch the deck.
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No Hander
The hands are taken off the handlebar during the jump.
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No-Foot-Can-Can
Both legs are moved to one side of the scooter during the jump and put back on the deck during the landing.
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Nose Blunt
The rider turns 180 degrees over coping and lands with the coping between the front wheel and deck.
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Nothing
Both hands and feet are taken off the scooter during the jump.
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One Foot Manual (or Hang 5 Manual)
A manual with only one foot on the back of the deck.
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One Footer
A jump with only one foot on the deck.
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Quarterpipe
A curved ramp that continues until near vertical.
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Roll-In
A variation of the extension with a round transition between table (the deck) and vert.
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Rotorwhip
The rider does a tailwhip in one direction and a barspin in another at the same time.
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Scooter fakie
The rider kicks the deck 180 degrees and lands with the deck in reverse.
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Smith Grind
The back wheel rides along the top of the grind surface.
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Spine
Two quarterpipes placed back to back with a narrow gap.
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Superman
While mid-jump, the rider takes their feet off of the scooter and extends their arms in front of them. The rider’s body forms a straight line at the apex of the trick.
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Superman Grab
With this trick a tail grab is done during Superman.
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Table (or the Deck)
Flat platform from which a rider rides into the half pipe.
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Table Top
The deck is pushed outward with the foot during the jump so that the scooter is at a 90° angle to the body.
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Tail tap
The rider stands on the back wheel during this trick – without riding.
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Tailgrab
The back of the deck is held with the hand during the jump.
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Tailwhip
Entire rotation of the deck around its own axis.
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Transition
This describes the half circle of the half pipe (with a radius of about 3 m) and leads to the vertical vert located above it.
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Vert
The vertical portion of the ramp that sits above the quarter pipe and is lined at the top by the coping.
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X-Up
The rider turns their bars 180 degrees and crosses their arms.
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